• Title/Summary/Keyword: Interface generation

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A Study on the Limitation of Nintendo Wii using Physical Interactive Interface (체감형 인터페이스를 사용하는 닌텐도 위(Wii)의 한계에 대한 연구)

  • Lee, Jang-Won;Yoon, Joon-Sung
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.93-104
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    • 2011
  • For development of physical interactive game recognized as next generation game, this study examines the present situation of physical interactive games and analyzes the problem that game contents lack development compared to the hardware. This paper firstly divides the problem of physical interactive game contents into three parts: demand of the contents and biased game genre, low level of game difficulty, and limited use and/or misuse of the motion controller. Then, the possible solutions for each part are suggested afterward. As the discussion on the development methods in physical interactive game will also develop and therefore, as the next generation game, physical interactive game will play a positive role in th growth of game industry as well as game culture.

In situ Synchrotron X-ray Techniques for Structural Investigation of Electrode Materials for Li-ion Battery (방사광 X-선을 이용한 리튬이온전지 소재의 실시간 구조 분석 연구)

  • Han, Daseul;Nam, Kyung-Wan
    • Ceramist
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    • v.22 no.4
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    • pp.402-416
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    • 2019
  • The development of next-generation secondary batteries, including lithium-ion batteries (LIB), requires performance enhancements such as high energy/high power density, low cost, long life, and excellent safety. The discovery of new materials with such requirements is a challenging and time-consuming process with great difficulty. To pursue this challenging endeavor, it is pivotal to understand the structure and interface of electrode materials in a multiscale level at the atomic, molecular, macro-scale during charging / discharging. In this regard, various advanced material characterization tools, including the first-principle calculation, high-resolution electron microscopy, and synchrotron-based X-ray techniques, have been actively employed to understand the charge storage- and degradation-mechanisms of various electrode materials. In this article, we introduce and review recent advances in in-situ synchrotron-based x-ray techniques to study electrode materials for LIBs during thermal degradation and charging/discharging. We show that the fundamental understanding of the structure and interface of the battery materials gained through these advanced in-situ investigations provides valuable insight into designing next-generation electrode materials with significantly improved performance in terms of high energy/high power density, low cost, long life, and excellent safety.

Degradation of Ultra-thin SiO2 film Incorporated with Hydrogen or Deuterium Bonds during Electrical Stress (수소 및 중수소가 포함된 실리콘 산화막의 전기적 스트레스에 의한 열화특성)

  • Lee, Jae-sung;Back, Jong-mu;Jung, Young-chul;Do, Seung-woo;Lee, Yong-hyun
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.18 no.11
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    • pp.996-1000
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    • 2005
  • Experimental results are presented for the degradation of 3 nm-thick gate oxide $(SiO_2)$ under both Negative-bias Temperature Instability (NBTI) and Hot-carrier-induced (HCI) stresses using P and NMOSFETS, The devices are annealed with hydrogen or deuterium gas at high-pressure $(1\~5\;atm.)$ to introduce higher concentration in the gate oxide. Both interface trap and oxide bulk trap are found to dominate the reliability of gate oxide during electrical stress. The degradation mechanism depends on the condition of electrical stress that could change the location of damage area in the gate oxide. It was found the trap generation in the gate oxide film is mainly related to the breakage of Si-H bonds in the interface or the bulk area. We suggest that deuterium bonds in $SiO_2$ film are effective in suppressing the generation of traps related to the energetic hot carriers.

SEISMIC ISOLATION OF LEAD-COOLED REACTORS: THE EUROPEAN PROJECT SILER

  • Forni, Massimo;Poggianti, Alessandro;Scipinotti, Riccardo;Dusi, Alberto;Manzoni, Elena
    • Nuclear Engineering and Technology
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    • v.46 no.5
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    • pp.595-604
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    • 2014
  • SILER (Seismic-Initiated event risk mitigation in LEad-cooled Reactors) is a Collaborative Project, partially funded by the European Commission in the $7^{th}$ Framework Programme, aimed at studying the risk associated to seismic-initiated events in Generation IV Heavy Liquid Metal reactors, and developing adequate protection measures. The project started in October 2011, and will run for a duration of three years. The attention of SILER is focused on the evaluation of the effects of earthquakes, with particular regards to beyond-design seismic events, and to the identification of mitigation strategies, acting both on structures and components design. Special efforts are devoted to the development of seismic isolation devices and related interface components. Two reference designs, at the state of development available at the beginning of the project and coming from the $6^{th}$ Framework Programme, have been considered: ELSY (European Lead Fast Reactor) for the Lead Fast Reactors (LFR), and MYRRHA (Multi-purpose hYbrid Research Reactor for High-tech Applications) for the Accelerator-Driven Systems (ADS). This paper describes the main activities and results obtained so far, paying particular attention to the development of seismic isolators, and the interface components which must be installed between the isolated reactor building and the non-isolated parts of the plant, such as the pipe expansion joints and the joint-cover of the seismic gap.

A Study on the Generation Method of Visual-Auditory Feedback for BCI Rhythm Game (BCI 리듬게임을 위한 시청각 피드백 생성에 관한 연구)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.15-26
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    • 2013
  • In recent years, studies in BCI game with popular BCI devices are progressing actively by the development of BCI(Brain Computer Interface) techniques. Most of BCI games have developed as experimental contents for researching. On the game control paradigm, it is insufficient to conduct a study about induced methods of proper barinwave to control the BCI game. In this study, we suggest a rhythm game using BCI which has a new play element that visualizes the rhythm of music and represents the notes of music in sound and a generation method of visual-auditory feedback through the synchronization of the tempo of music with brainwave. Experimental Results make certain that our suggestion is possible for the improvement of game score through the induction of brainwave that is necessary to control the game.

A Study on the VHDL Code Generation Algorithm by the Asynchronous Sequential Waveform Flow Chart Conversion (비동기 순차회로 파형의 흐름도 변환에 의한 VHDL 코드 생성 알고리즘에 관한 연구)

  • 우경환;이용희;임태영;이천희
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.05a
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    • pp.82-87
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    • 2001
  • In this paper we described the generation method of interface logic which can be replace between IP and IP handshaking signal with asynchronous logic circuit. Especially, we suggest the new \"Waveform Conversion Algorithm : Wave2VHDL\", if only mixed asynchronous timing waveform suggested which level type input and pulse type input for handshaking, we can convert waveform to flowchart and then replaced with VHDL code according to converted flowchart. Also, we assure that asynchronous electronic circuits for IP interface are generated by applying extracted VHDL source code from suggested algorithm to conventional domestic/abroad CAD Tool, and then we proved that coincidence simulation result and suggested timing diagram.g diagram.

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Analysis of Reliability for Different Device Type in 65 nm CMOS Technology (65 nm CMOS 기술에서 소자 종류에 따른 신뢰성 특성 분석)

  • Kim, Chang Su;Kwon, Sung-Kyu;Yu, Jae-Nam;Oh, Sun-Ho;Jang, Seong-Yong;Lee, Hi-Deok
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.27 no.12
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    • pp.792-796
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    • 2014
  • In this paper, we investigated the hot carrier reliability of two kinds of device with low threshold voltage (LVT) and regular threshold voltage (RVT) in 65 nm CMOS technology. Contrary to the previous report that devices beyond $0.18{\mu}m$ CMOS technology is dominated by channel hot carrier(CHC) stress rather than drain avalanche hot carrier(DAHC) stress, both of LVT and RVT devices showed that their degradation is dominated by DAHC stress. It is also shown that in case of LVT devices, contribution of interface trap generation to the device degradation is greater under DAHC stress than CHC stress, while there is little difference for RVT devices.

Automatic measurement of voluntary reaction time after audio-visual stimulation and generation of synchronization signals for the analysis of evoked EEG (시청각자극 후의 피험자의 자의적 반응시간의 자동계측과 유발뇌파분석을 위한 동기신호의 생성)

  • 김철승;엄광문;손진훈
    • Science of Emotion and Sensibility
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    • v.6 no.4
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    • pp.15-23
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    • 2003
  • Recently, there have been many attempts to develop BCI (brain computer interface) based on EEG (electroencephalogram). Measurement and analysis of EEG evoked by particular stimulation is important for the design of brain wave pattern and interface of BCI. The purpose of this study is to develop a general-purpose system that measures subject's reaction time after audio-visual stimulation which can work together with any other biosignal measurement systems. The entire system is divided into four modules, which are stimulation signal generation, reaction time measurement, evoked potential measurement and synchronization. Stimulation signal generation module was implemented by means of Flash. Measurement of the reaction time (the period between the answer request and the subject reaction) was achieved by self-made microcontroller system. EEG measurement was performed using the ready-made hardware and software without any modification. Synchronization of all modules was achieved by, first, the black-and-white signals on the stimulation screen synchronized with the problem presentation and the answer request, second, the photodetectors sensing the signals. The proposed method offers easy design of purpose-specific system only by adding simple modules (reaction time measurement, synchronization) to the ready-made stimulation and EEG system, and therefore, it is expected to accelerate the researches requiring the measurement of evoked response and reaction time.

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Automatic Generation of Information Extraction Rules Through User-interface Agents (사용자 인터페이스 에이전트를 통한 정보추출 규칙의 자동 생성)

  • 김용기;양재영;최중민
    • Journal of KIISE:Software and Applications
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    • v.31 no.4
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    • pp.447-456
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    • 2004
  • Information extraction is a process of recognizing and fetching particular information fragments from a document. In order to extract information uniformly from many heterogeneous information sources, it is necessary to produce information extraction rules called a wrapper for each source. Previous methods of information extraction can be categorized into manual wrapper generation and automatic wrapper generation. In the manual method, since the wrapper is manually generated by a human expert who analyzes documents and writes rules, the precision of the wrapper is very high whereas it reveals problems in scalability and efficiency In the automatic method, the agent program analyzes a set of example documents and produces a wrapper through learning. Although it is very scalable, this method has difficulty in generating correct rules per se, and also the generated rules are sometimes unreliable. This paper tries to combine both manual and automatic methods by proposing a new method of learning information extraction rules. We adopt the scheme of supervised learning in which a user-interface agent is designed to get information from the user regarding what to extract from a document, and eventually XML-based information extraction rules are generated through learning according to these inputs. The interface agent is used not only to generate new extraction rules but also to modify and extend existing ones to enhance the precision and the recall measures of the extraction system. We have done a series of experiments to test the system, and the results are very promising. We hope that our system can be applied to practical systems such as information-mediator agents.

The Formation of New Game Generation in Game-Extended Space : Focused on the Experience Game (게임-확장공간에서의 '게임적 신인류'의 형성 : 체감형 게임을 중심으로)

  • Kim, Jae-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.3-13
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    • 2010
  • This paper focuses on the sequences between game performance, game experience, game generation. Present-day the game has powerful effects to form new human species as game generation. Especially, the experience game is important because it could have one of the most powerful effect by characteristics of own interface. First of all, this paper analyzes a experience of the experience game and researches the game-extended space. Secondly, We create concept of 'new game generation' in order to explain new human species on the experience game. So we can reveal the social meaning of accelerated present state by the experience game through this new analysis.